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jmmut

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Posts with tag [gamedev]:

2025-06-15 Distilling Videogame Genres [ gamedev ]

Distilling videogame genres

People say that when you design a game, the first question you should think about is: what do I want players to experience?

I’ve been creating tiny games for some years now. When designing a new game, even before choosing a game genre, recently I explicitly realised that I have to choose how hard is it going to feel.

“Hard” in videogames, as far as I can see, can be either physically hard, or mentally hard.

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2023-03-17 Hot Reloading Rust And Macroquad [ programming gamedev ]

Hot-reloading Rust and Macroquad

I came across this blog post thanks to this other post. The first one is a great walk-through to create dynamic libraries in C and Rust, loading them with dlopen, and reloading them in a loop.

Later I found this article about hot-lib-reloader, that presents a library to do hot reloading and mentions that Macroquad is tricky to hot-reload because it has global state. It briefly mentions that it can be reloaded if the state is kept in the main binary and the reloaded code uses a decorated Macroquad handle.

With all those ideas, I did a proof of concept for a hot-reloading Macroquad program, and then added hot-reloading to the Macroquad game I’m writing, Bioengineer. The idea is not new, and I’m kind of embarrassed I didn’t try this before.

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2018-09-29 Omegatron [ programming gamedev ]

Omegatron

Tron motorcycle game tribute

This game was initially designed in 2013 as an exploratory project of low level game engines based on OpenGL and GLUT, programed entirely from scratch. Later, the game evolved into a decently finished product, ported natively to Android using the Android NDK.

Repository here.

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